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Made in us
Using Inks and Washes




St. George, Utah

Well, it's going to be another long boring day at work. Thought I'd do this again for Chaos like I did for Eldar last week.

Chaos Marines have a ton of good kill team options because they have several choices for units to take, and lots of them have further individual model rather than unit-wide upgrades in case you have spare points or have a specialist who'd benefit from being kitted out slightly different. Compared to codex marines, your base squads are slightly higher due to the forced Champion upgrade (Space Marines don't need to take veteran sgt.) and your forces are more likely to flee if your army breaks from losing over half your models. However, you also have access to some Fearless units and therefore leaders which can help mitigate that. You also don't have access to land speeders, so there aren't any AV units outside of Rhinos for you to bring.

On to the meat and potatoes.

Troops:
Chaos Space Marines: They work an awful lot like regular Space Marines for the purpose of Kill Team. The fun part: if you buy VOTLW, you can usually beat an equivalent Space Marine force. I feel like VOTLW is a solid upgrade choice for Kill Team in general simply because it keeps your guys on the board a lot better should your forces break, epecially having a Leader with Ld10.

Something I rather like when compared to regular space marines, is you can basically turn them into cheap non-jump-pack versions of Assault Marines on a per-model basis because "Any Chaos Space Marine may take a close combat weapon or replace his boltgun." Individual model basis. Pretty handy. Means you can easily turn a 3rd guy into a close combat specialist of some type without needing to spend any points, or at just +2 points.

Further, they are a lot more adaptable, if you want to spend the points. God Marks on smaller squads can be a lot of fun, especially Nurgle. T5 3+ save guys for what amounts to 16/17 points a model is the most cost efficient toughness/armor unit you can bring in Kill Team in any codex to the best of my knowledge. Still, doing that is bare minimum one less guy and one of the strengths of Chaos Marines is you can bring a lot of strong stat-line, hard-to-kill troops.

As a final note, you can take Rhinos. Rhinos are godly in Kill Team.

Chaos Cultists: Cultists are pretty great. As far as Horde units in the various codices go, they aren't half bad. Without any upgrades, a single maxed out squad still leaves you 50 points, which is good for ANOTHER 10 cultists. 45 guys is a LOT of models and lots of armies will struggle with your overwhelming numbers. The issue, of course, is you have no way of dealing with armor at all. Outside of a Haywire specialist, or the upgraded Flamer/Heavy Stubber guys, you have no way of hurting even AV10. Outside of Haywire, you can't even hurt AV11.

So, unlike Orks, you can't run NOTHING but cultists and have a reasonable expectation of overwhelming anyone. Cultists fill a much needed backup role, though, of being body count when you're running more expensive elite units. I feel like if you want to spam cultists, you need to bring as many autoguns as possible because it's much harder to keep the horde zerg mentality the CC default guys normally have in 40k proper.

It's also worth noting Autoguns are on a model basis, so if you have even a spare point (very possible with the wonky pricing of Chaos units), you can throw one of those on a guy to give him some worthwhile range.

Dedicated Transport:

Chaos Rhino: As I mentioned briefly in the Chaos Space Marine section, rhinos are godly for Kill Team. Two guys can fire out the hatch, and because they are different units, it means they can do so at different targets. Also, units inside count as fearless so if your army breaks, the guys inside won't flee. AV is exponentially better in low point value games. Seriously, bring one. I'd say bring two but I don't think there's a way to do that in Chaos Marines. I actually like them slightly better than Loyalist Rhinos because I like Combi-Bolters better than Storm Bolters. It's also worth thinking about a Havoc Launcher if points allow.

Elites:
Oh boy, where do we even begin? It's kind of funny how their elites slots aren't even used in regular 40k, and yet it's loaded with great stuff for Kill Team.

Chosen: IMHO Chosen are fantastic for Kill Team and probably a better buy than Chaos Space Marines. They are only 3+ points more a model than an equivalently geared Chaos Marine and you gain +1 Ld and +1 attack. Plus, there's no Champion tax as he's the same statline as the rest of the squad. You can also gear them out however you choose, so your 3 specialists will be that much more capable of doing their jobs.

Possessed: I feel like they are the worst unit in the game, and aren't worth running ever. Kill Team does nothing to change this. You mean for every 1 of these guys, who are not twice as capable in melee as a typical space marine, I have to give up 2 regular chaos marines? No thanks. No thanks, not ever. If you run them as Crimson Slaughter, maybe. MAYBE. And just as a fluffy thing to try out. Problem is you couldn't even bring a 5 man chaos marine squad alongside them because it's too many points. Skip.

Khorne Berzerkers: Gaining fearless is nice for Kill Team. Berzerkers are kind of pricey, though. 1: Champion tax, in a mode where you don't want your leader costing any extra points if he's not gaining better saves or higher toughness. 2: No bolters, so you're at 12" max range on everyone. Still, their shooting in general is actually better than in typical 40k because you can Krak Grenade instead of Bolt Pistol on every last guy provided you're in 8" or closer range. It's worth noting Chainaxe is on a per-model basis so it might be worth throwing a handful of them out because many armies can't really field MEQ very well in 200 point matches. Helpful against anyone not Marines or Eldar, really, and even with Eldar is only Scorpions and Warp Spiders you'd have wasted points.

I still don't think they are worth it, all said and done. Chosen get you a lot more bang for your buck. You miss out on the weapon skill bump (admittedly kind of a bummer) and Furious Charge, but even without marks have just as many attacks on the charge and actually have more attacks in subsequent rounds of combat. They are also significantly more adaptable, which I feel is a huge plus in Kill Team when you can rig up 3 guys to be super soldiers.

Thousand Sons: I don't know what to make of them for Kill Team. I think I need to run some trial tests. You have a very capable leader in your Aspiring Sorcerer, as he's rocking a force weapon already. Doombolt, if you're lucky enough to roll it for his psychic power, I imagine would be pretty terrific in Kill Team. And hey, you'll have an actual psyker in Kill Team! It's one of the few ways to get it, as most non-HQ psykers are part of a Brotherhood of Psykers team which does nothing in 6E Kill Team. AP3 on every last guy is pretty good, too. Also, Fearless. Also, 4++ in case people have the AP3 to handle marines. On the otherhand, no grenades. Krak Grenades are pretty essential for Space Marines as it's what allows them to focus on infantry-killing wargear options while still having a chance against people rolling around in Rhinos. Your ONLY hope against vehicles is rolling Doombolt on your sorcerer.

It's either 7 guys, or 5 guys and a Rhino. I feel like the latter is the best option. You'd still have 15 points left over, so throw a Havoc Launcher on the Rhino and call it a day.

Plague Marines: I feel like they can be a strong core when backed up by a basic squad of cultists. Plague Marines are just dead 'ard. T5 with FNP backup against people who can break 3+ armor makes each of your guys last quite awhile against any basic troops choice. Your dudes are also fairly competant in melee as they've got 2 attacks per guy (plague knife + bolt pistol!) and are poison 4+ for melee already. You won't have a ton of dudes on the field, but you'll have one of the best armies for not giving up first blood. I think doubling up on Plasma and just going with 7 dudes is a solid option.

Noise Marines: I've had a lot of success with them. A blastmaster is about the most efficient big weapon you can bring for Kill Team. It'll wound anything you'll ever encounter on a 2+ with it's blast mode AND ignore it's Armor AND cover save, can still be fired as a 2 shot Heavy Bolter with Ignores Cover while on the move, and has at least 36" range in either mode. Against multiwound models, you cause pinning. It's just really, really efficient. Give the guy holding it Stealth or FNP, stick him up in some building with a good view of the battlefield, and he'll get a kill every round you don't roll really poorly.

Every last guy having I5 is fun. If you go the Rhino route, a Doom Siren on the leader is a good idea as it can get him close enough to wubwub some people to death and it provides excellent overwatch in the automatic D3 hits on what is a big asset.

Sonic Blasters are pretty cool, too, because lots of armies that don't have very good armor saves rely on cover. Blowing up, say, Eldar Rangers is pretty fun. And if you manage to stay still, 3 shots is better than 2.

Fast Attack:

Chaos Bikers: Go figure, one of the best units in the codex is still great for Kill Team. T6 if you get Nurgle marks is just really, really, really nasty. Once you handle whatever heavy/specialist weapons the enemy employs, your dudes are neigh impervious to damage barring just super lucky rolls on their part or really bad ones on yours. Best part is, the minimum squad cost is just 70 points. It's easy to fit 3 bikers in to lists where you're mainstaying Chaos Marines or Chosen or whatever. Because even just the minimum 3 guys can still take two specialist weapons, you've got a lot of options for quality specialists. Solid, solid choice.

Chaos Spawn: Another solid secondary option. High toughness, multi-wound unit that can leap and bound through cover with ease. Unfortunately specialists cannot be beasts so it's just gaining a mark. Nurgle, again, seems like the clear winner. As another plus, you can take them as a singular unit, so if you find yourself with 30/40 points left over from assembling other units, it's really easy to toss one into the mix.

Raptors: Raptors are quite a bit more useful in Kill Team than regular 40k. I wish VOTLW was better on them, but for a reason I can't figure, it's 2 pts/model rather than just 1. Don't know why. There's no reason to take it compared to just going with Biker units. The two specialist guys being able to hop around and blast people is really nice, especially because you can ignore impassable terrain whereas a biker could not. The smaller profile of the unit helps hide them in comparison as well. I think a better comparison than to bikers is to compare them to Berzerkers or Chosen. With a Mark of Khorne (best mark for Kill Team purposes on Raptors, IMO), you've got really competant assault units with a lot of mobility. Remember the guys with the Flamer/Melta/Plasma weapons simply take them and do not have to give up the extra attack from CCW/Pistol, so even they are pretty competant in assault.

Warp Talons: If only there wasn't the champion tax! At 150 they'd be worth taking alongside 10 cultists, but you can't do so. And, also unfortunately, they share a force org slot with Chaos Spawn so you can't jam one of them in the mix as KT only allows 0-1 Fast Attack. The TLDR of it is, if you bring Warp Talons that's all you'll get. Either 6 guys with a boon of mutation on the champion, or 5 guys with various marks + VOTLW. They'll kill stuff dead but you'll feel a sting with each and every death. Also, without any range AT ALL to speak of, enemies can just sit in cover and wait for you to come to them. Also, also, you'll be really bad against vehicles as you'll only be able to glance on 6s, and even then that's AFTER getting into assault. It pretty much means you're required to take Haywire as your weapons specialist, and even then hope that guy doesn't get gunned down first. As far as smaller elite Kill Team units are concerned, there's better even within this codex. I know I'd much rather try to run a handful of Eldar Wraithguard or some Thousand Sons in a Rhino before I'd go Warp Talons.
----------------------------------------------
BUILDS:

The fun part!

The Golden Standard:
It's what I kind of consider the gold standard for Kill Team, both Imperial and Chaos varieties. 10 Chaos Marines, a Rhino, and two specialist weapons totalling 25 points (I usually go melta gun/rocket launcher.) Chaos has a little more variety in what they can do to tweak this team up. Access to Autocannon is pretty useful. You can drop the Rhino to add another 3 or so bodies, or you can take a Havoc Launcher and do something like double flamer for the weapons guys. I'll leave that up to your imagination. The downside is compared to regular Space Marines, taking two sets of squads is a little more expensive rather than simply adding a second sergeant, so one of my favorite tactics for Loyalist marines doesn't work quite the same here, which is just to use both slots on the tactical/chaos marine type, make one sergeant the leader and actually gear the second one in a way only a sergeant can gear to use him as a 3rd specialist.

Useful specialist ideas:
Plasma Gun, Guerilla Specialist - Preferred enemy (reroll all your 1s, keeps gets hot from being a factor and poor rolling on wounds, as well)
Melta Gun, Guerilla Specialist - Infiltrate (should be within range, if not Melta range, on your first movement to whatever you want blown up)
Autocannon, Indomitable Specialist - Relentless or Feel No Pain (48" range is the whole board on a 4x4 table so just keeping him alive better while stationary is good. Alternatively, making it so he can fire without snapshooting while riding around in the Rhino works, too.)
Missile Launcher, Weapon Specialist - Ignores Cover (heat-seeking rawket lawnchair!)
On a guy who drops a boltgun for CCW - Melee/Dirty Fighting specialist. (It's hard to come up with a 3rd specialist sometimes, and this is a great way to fit one in. Going Rage/Hatred/Shred/Fleshbane is always good.)
If you take a second squad, secondary Champion - Power Sword, Dirty Fighting, Fleshbane. (Fleshbane on AP3 weapon = excellent.)

Flood of Bodies:
Bring as many cultists as you can. 45 of them between two squads. Should be exactly 200 points. Your goal is to overwhelm them before they can kill 23 dudes. If your force breaks, you're pretty screwed because Ld7 units flee like crazy, and your leader is only Ld8 so there's a good chance he books it out of there and can't give his superior Ld bubble out there anyway.

I still kind of prefer a secondary build on this idea, which is to bring autoguns on every last guy, a shotgun on the champion and 3 heavy stubbers. It's 198 points to do it this way and you have significantly better shooting.

Specialist Ideas:
Secondary Champion = Weapon Specialist, Haywire. He's got more attacks than any other cultist, so he's the obvious choice for the psychopath who's going to try and melee an enemy rhino to death. Just keep him bubble-wrapped with a few extra bodies in front of him because he's going to be priority target for anyone with a vehicle.
Heavy Stubber dudes = I'd probably go Weapon Specialist - Master-Crafted, Dirty Fighting Specialist - Poison shooting 4+, and Guerilla - Preferred Enemy. It's the best way to maximize your accuracy and damage power with low BS models.

Tide of Spawn:
Either a Chaos Marine squad kept under 92 points or a Cultist Squad kept under 56, and as many nurgle spawn as you can fit in the list besides (either 3 or 4, respectively.) Your goal is to flood the board with multi-wound T6 units and hunt down enemy specialists/big guns. You can tie up pretty much any single unit with nurgle spawn indefinitely. The only, only thing to worry about is if they've got any Power Mauls and anyone who takes Melee Specialist: Instant Death. I kind of prefer the 3 spawn/5 marines with 17 points of upgrades variety of this build, but 4 spawn/10 cultists with a flamer/stubber and single autogun isn't bad either.

Just remember Spawn CAN'T be specialists and can never be scoring units.
-----------------------------
I actually have many more ideas and will post them when I get home. I've been typing at this all day in between it getting busy at work (I started this at 8 this morning and it's about 3:30 right now...) and figured I should get what I got typed up here before the afternoon rush and I go home.
   
Made in gb
Agile Revenant Titan






Dude, this guide is really good. I'm desperately trying to settle on a chaos kill team that is as competative as it gets! And I can't decide...I'm really struggling. Help!

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in us
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St. George, Utah

I mean, it really comes down to what people are doing in your area. If no one is bothering to field Rhinos or Speeders, the Cultist Spam would be really hard to stop. Sheer model count means A LOT because you can sustain casualties, negate the effect of them bringing special weapons, and can tie them up more reliably in close combat.

Chaos is super, super adaptable and while it's a strength, it also means settling on "one solid list" is difficult.

I highly recommend running a 10 man chaos squad in a Rhino with whatever special weapons you feel like fielding, at least to get a feel of Kill Team. Out of all the lists my friend I've been able to test game against, it's been the most reliable regardless of if we're playing Chaos or Imperial marines. I haven't had a chance to test out a high mobility biker or raptor build yet, though, which I hope to do next time I get the chance.
   
Made in us
Member of a Lodge? I Can't Say




OK

I was thinking of 4 Nurgle spawn and a unit of cultists. Nothing can kill Nurgle spawn at a 200 point level. They would be quite evil.

The only army that I think could top Nurgle spawn in kill team would be daemons with hounds and daemonettes.



Argel Tal and Cyrene: Still a better love story than Twilight 
   
Made in us
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St. George, Utah

The risk you run is running into Sternguard marines or Dark Eldar anything. They'd obliterate that list.

Then again it's all a Rock Paper Scissors match in kill team to begin with.
   
Made in us
Dakka Veteran





Marblehead MA, U.S.A.

I would love to hear what everyone else has to say on this topic. I have been leaning towards either 5 PM's in a rhino or 10 CSMs in a rhino.

Current Armies: Chaos Space Marines(Building), Orks(Completed), Vanilla Marines(Near Completion), Trollbloods(Completed), Axony (Building)

"Nobody ever defended anything successfully, there is only attack and attack and attack some more."
George S. Patton

“Courage isn't having the strength to go on - it is going on when you don't have strength.”
― Napoleon Bonaparte 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

My friend had great succes with 5 NM and 2-3 Spawn

Couldn't do anything vs the NM with my 10 Engineers and Thudd gun.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Using Inks and Washes




St. George, Utah

 Igloo wrote:
I would love to hear what everyone else has to say on this topic. I have been leaning towards either 5 PM's in a rhino or 10 CSMs in a rhino.
My most recent Kill Team game was me with 6 noise marines and a rhino vs. my friend with a Spawn, 5 Plague marines and a Rhino.

I was better prepared to handle his Rhino than he was with mine, so I ended up winning the game. He blew up the gun on my Rhino was all, and my Relentless Sonic Blaster and Champion with Doom Siren riding around inside did work. He wasn't able to assault to use more grenades because of the Doom Siren's D3 overwatch hits. Also, my Blastmaster crippled his Rhino because I gave it Tank Hunter. He then promptly died to his Plasma gunner that hopped out. His spawn died to my Doom Siren when it assaulted my Rhino and I expect that'd happen quite a bit to spawn against any higher strength template weapons.

I think it'd be worth giving Tank Hunter to a plasma gunner Plague marine in such a list because S7 against AV11 with rerolls is pretty capable of causing a lot of damage.

Also worth noting he kicked my ass in the two assaults that went on that game. Plague marines are really mean in hand to hand.
   
Made in us
Dakka Veteran





Marblehead MA, U.S.A.

I am thinking 5x chosen, MoN, VotLW, rhino, 1x flamer, 1x plasma gun, 1x missile launcher, champ has bolt pistol and power weapon.
What do you think?

Current Armies: Chaos Space Marines(Building), Orks(Completed), Vanilla Marines(Near Completion), Trollbloods(Completed), Axony (Building)

"Nobody ever defended anything successfully, there is only attack and attack and attack some more."
George S. Patton

“Courage isn't having the strength to go on - it is going on when you don't have strength.”
― Napoleon Bonaparte 
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

Nice write-up, thanks! I love kill team and want to see more playing it...

I've seen 1k sons in action and they were pretty effective. Knowing that there won't be any 2+ armour is a big help as it means their AP3 weapons will alwas be able to work - taking Ignore Cover seems to be standard here. The downside is of course the low numbers - horde opponents are capable of overwhelming you. However, being fearless means you can keep fighting to the last man (pile of dust?).

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
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St. George, Utah

 Igloo wrote:
I am thinking 5x chosen, MoN, VotLW, rhino, 1x flamer, 1x plasma gun, 1x missile launcher, champ has bolt pistol and power weapon.
What do you think?
For one, you've still got 35 points on the table. Drop VOTLW and you've got 45. Would let you take 2 more nurgle chosen, and a combi-bolter on one of the champions.
   
Made in us
Dakka Veteran





Marblehead MA, U.S.A.

 SRSFACE wrote:
 Igloo wrote:
I am thinking 5x chosen, MoN, VotLW, rhino, 1x flamer, 1x plasma gun, 1x missile launcher, champ has bolt pistol and power weapon.
What do you think?
For one, you've still got 35 points on the table. Drop VOTLW and you've got 45. Would let you take 2 more nurgle chosen, and a combi-bolter on one of the champions.


I still can't decide if this or plague marines would be better.

Current Armies: Chaos Space Marines(Building), Orks(Completed), Vanilla Marines(Near Completion), Trollbloods(Completed), Axony (Building)

"Nobody ever defended anything successfully, there is only attack and attack and attack some more."
George S. Patton

“Courage isn't having the strength to go on - it is going on when you don't have strength.”
― Napoleon Bonaparte 
   
Made in us
Fresh-Faced New User




Hoping to get a game in tonight, this Kill Team should destroy some loyalist scum!
5 Chosen, Champion leader, Lascannon w/ Master Crafted, Plasma Gun w/ Preferred Enemy
3 Bikers, Champion w/ Melta Bombs, 1 other w/ Poisoned
Running this as an Alpha Legion detachment, so they all get VotLW and the Chosen Infiltrate for free.

Obviously the Traitor Legions supplement adds a lot of good stuff for Kill Teams. What are the best options today?
   
Made in us
Oozing Plague Marine Terminator





I'm fairly certain the Traitor Legions book (and rules) still would apply to a Kill Team detachment, so just get the VOTLW (and additional buffs) for free!
   
Made in ru
!!Goffik Rocker!!






If chapter tactics apply, there's nothing preventing you from applying legion bonuses.
   
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Fresh-Faced New User




Twerlotzuk wrote:
Hoping to get a game in tonight, this Kill Team should destroy some loyalist scum!
5 Chosen, Champion leader, Lascannon w/ Master Crafted, Plasma Gun w/ Preferred Enemy
3 Bikers, Champion w/ Melta Bombs, 1 other w/ Poisoned
Running this as an Alpha Legion detachment, so they all get VotLW and the Chosen Infiltrate for free.

Obviously the Traitor Legions supplement adds a lot of good stuff for Kill Teams. What are the best options today?


How did your game go?

I am currently modeling up a bunch of Fallen (playing them as Alpha Legion for Kill Team) and have a nearly identical list. The one difference is I'm running an Autocannon instead of Las and using the extra points to toss a melta on one of the bikers.

Eagle eye on the melta biker, preferred enemy on the plasma and relentless on the Autocannon.
.
Cheers!

This message was edited 1 time. Last update was at 2017/04/20 03:51:07


 
   
Made in cn
Prophetic Blood Angel Librarian




Do you think Destroyer Blades is a good call on a Rhino? Since every model is its own unit it could easily do multiple D6 attacks per turn with tank shock.

Also when it comes to Traitor Legions, DG automatically grants 3 USRs (FnP, Relentless and Fearless) to everyone before any specialists extra so they seem awesome for Kill Team.
Something like:
5 Chosen (MoN DG), 1 with Missile Launcher with ignores cover (in Rhino), 1 with plasma gun with preferred enemy (in Rhino) 1 with power sword with Fleshbane, 2 normal.
Rhino with Destroyer Blades
Destroyer Blades could be replaced with flamer and melta gun on the last 2, so everyone is their own special trooper. Or a combi-plasma on the Rhino and 1 flamer on a chosen.

This message was edited 1 time. Last update was at 2017/04/20 13:23:12


 
   
Made in gb
Been Around the Block




I have a question about the Icon upgrades:

Do they apply only to the model carrying it or the whole squad?

I was considering doing Emperor's Children Noise Marines with the upgrade Icon for a 3+, 4+ FNP and taking one of my 'Special' guys and putting it on the icon bearer so he gets a 3+ FNP.

What do you think?
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Each model is it's own unit, so the banner would only apply to the guy carrying it.

There really isn't much reason to chose anything outside of Death Guard or Alpha Legion to be brutally honest

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
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Fresh-Faced New User




CrankyOldITGuy wrote:

How did your game go?

I am currently modeling up a bunch of Fallen (playing them as Alpha Legion for Kill Team) and have a nearly identical list. The one difference is I'm running an Autocannon instead of Las and using the extra points to toss a melta on one of the bikers.

Eagle eye on the melta biker, preferred enemy on the plasma and relentless on the Autocannon.
.
Cheers!


My opponent got sick and had to cancel. I was seriously debating the Autocannon vs. Lascannon but I expect to be up against Dark Angels with bikes or a Rhino and the numbers for the Lascannon work out better for tough targets.
   
Made in us
Fresh-Faced New User




Twerlotzuk wrote:
CrankyOldITGuy wrote:

How did your game go?

I am currently modeling up a bunch of Fallen (playing them as Alpha Legion for Kill Team) and have a nearly identical list. The one difference is I'm running an Autocannon instead of Las and using the extra points to toss a melta on one of the bikers.

Eagle eye on the melta biker, preferred enemy on the plasma and relentless on the Autocannon.
.
Cheers!


My opponent got sick and had to cancel. I was seriously debating the Autocannon vs. Lascannon but I expect to be up against Dark Angels with bikes or a Rhino and the numbers for the Lascannon work out better for tough targets.


Finally got a make-up game the other night, played against a 10-marine DA squad with Lascannon, Flamer and a Rhino. We got the Alone In The Dark mission, so I couldn't Infiltrate. My Lascannon, Plasma Gun and one Biker were in reserves to Outflank. The Plasma Gun came on behind his Rhino in turn 2 and helped the Biker Champion take it out by the third turn. One of the bikers charged his Lascannon to tie it up early on while my other Chosen moved in and engaged another group of Marines. By the end of turn 4 he had 3 Marines left and I was still above 50%, so he conceded.

Overall everything went very well. Having base 2 attacks plus 2 weapons made my Chosen tear through his Marines in close combat. The Biker Champion had some trouble getting his Melta-Bombs to go off, but the Plasma Gun was very effective at making up the difference. Next time I might try the Autocannon instead of the Lascannon.
   
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Fresh-Faced New User




Anyone have experience with the new 'Siege Masters' Iron Warriors rule on a building heavy board? Along Infinity lines in building density. Feel like Iron Warriors could shine in Kill Team on that kind of board and I am looking for suggestions for my weapon choices if I want to take advantage of it? Likely a Chosen squad + some combination of Spawn and Rhino.

Are there any accepted/widely used building profiles outside of GW fortifications? Looking to build up a bunch buildings (preferably collapsible). Will likely build them to match current GW fortifications, and use the dilapidated rule, if I cannot find specs that seem to be commonly used throughout 40k-dom.

Also, how would anyone rank the vehicle upgrades for Kill Team? Want to convert a kill-ier looking Rhino because, outside of a bunch of special weapons, the only tank choice and/or a (Raptor, turned Mutilator, turned) Spawn can really give the team that daemon-smith aesthetic.
   
Made in cn
Prophetic Blood Angel Librarian




For vehicle upgrades I'm still looking at Destroyer Blades and wondering why nobody is really pushing for them... say there are 4 opponents models in a row in 12". When you tank shock you will be getting 1d6 st5 hit against every model. That's huge!
And if your opponent is making sure their models arent in a row for your tank shock attack then they are having to react to the positioning of your rhino and move accordingly. In a sense you will then be dictating to an extent their positioning and movement so they don't line up at any point.
   
Made in au
Regular Dakkanaut





Love the info in this thread. Just wondering what everyone's experience has been running a kill team with a rhino.
I've got a game coming up tomorrow and I will be playing an alpha legion kill team.
I'm tossing up between 5csm and 5 chosen, equiped as best I can; or 10 csm and a rhino.
I will likely be playing against a mixture of eldar, space marines and tau.

What do you think would be more versatile? In your Experience does the rhino get popped off really quickly?
   
 
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